What determines, if I dbl-click (for example) shape 405 it opens up gump shape 26.
Is it in the usecode? How would I go about creating a new container? I am also interested in creating one that is similar to the jawbone, meaning that I want to create a shape that is a container and also a shape with multiple frames that with be the only objects that can be put in that container (such as the teeth are with the jawbone).
Gump coding
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NOTICE: This forum is archived as read only.
Please use the Github Discussions at https://github.com/exult/exult/discussions
Re: Gump coding
Currently, it's hard-coded in "objs/contain.cc" (look for "Container_game_object::activate()". One suggestion for development after 1.2 is to move this (and lots more hard-coded information) to data files.
Re: Gump coding
It hasn't been started yet. So far, the new features since the 1.2 release are:
1. Multimap support.
2. Dexterity and wand charges are supported.
3. 'Charm' works (makes the NPC switch sides in battle).
4. An "--edit" command-line option has been added to start Exult in map-editing mode.
Many of the Exult developers are working on Pentagram. I want to play it someday, so don't bother them:-)
1. Multimap support.
2. Dexterity and wand charges are supported.
3. 'Charm' works (makes the NPC switch sides in battle).
4. An "--edit" command-line option has been added to start Exult in map-editing mode.
Many of the Exult developers are working on Pentagram. I want to play it someday, so don't bother them:-)
Re: Gump coding
Oh but I shall bother them, for I must have the gumps, else my new game will never work correctly cause i dont want to have to edit exults source and recompile it.
Also, can we get some instructions on exactly how we do Multimap
Also, can we get some instructions on exactly how we do Multimap